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EdisonVille

Edison's starting point is to create a virtual place where it can fully engage its customers.

Other:

Edison

Project:

EdisonVille

Project Type:

Behavioral Community

Goals:

Brand Awareness, Churn Prevention

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Brief

Edison is the oldest European company in the energy sector and one of the leading energy companies in Italy and Europe. It turned to Advice to create a unique place to fully engage its customers by putting them at the centre of the Edison world.

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Challenge

The strategy was designed starting from the critical issue common to all energy companies: being solely perceived as a cost when the monthly bill arrives, rather than as a real service that is provided and used. Hence the idea of a virtual world to engage customers, build new relationship/loyalty opportunities and reduce the churn rate, working on retention.

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Solution

Fully based on a gamification strategy, users become true citizens of EdisonVille and can access different levels of citizenship based on their behaviour within the city. Inside, users are prompted to interact with the brand through different missions: value-based, edutainment and transactional, with the possibility of purchasing specific Edison services. The project, based on a broad reward-based approach, provides for the continuous engagement of the user to stimulate retention and prevent churn.

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Results

30%

USER ACTIVATION

Users who log in at least twice a month

35%

USER ENGAGEMENT

Users who respond to surveys

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Microservices

Instant win

A simple and rapid solution for lead generation: reach as many people as possible with a prize draw that rewards the audience at random.

Bonuses

Reward user interaction! Offer bonus points if users perform a certain action of value in addition to those already in the touchpoint.

Levels/statuses

Levels or statuses are goals that users can achieve through their involvement in the loyalty program.

Challenge

Create a dynamic environment, generate interaction between users and challenge your community in fun and rewarding challenges.

Missions

Unlike badges, missions are time limited. Users can be challenged to perform one or more actions within a short period of time.

Collect points

Encourage users to actively engage with the program and brand by offering them a tangible incentive in the form of points to redeem rewards and benefits.

Final draw

Asynchronously reward users’ online or offline actions through a final draw between a defined number of eligible people.

Rewards catalogue

Collect all benefits and rewards in a catalogue with images of and information on the individual rewards.

Progressive profiling

Each user can enrich their profile through preferences, surveys and crowdsourcing.

Surveys

A simple tool to collect information and feedback in a structured way that can be integrated with existing systems.
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